The wisp can’t wear or carry anything.
The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force
damage if it ends its turn inside an object.
Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.
Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
Initiative. +9
Senses. Darkvision 120 ft.; Passive Perception 12
Resistances. Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities. Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Languages. Common plus one other language
Traits
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can move through other
Traits (cont.)
creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.
Bonus Actions
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it continues on a second card instead of being truncated. Print both.
Pick “Save as PDF” as the destination in the print dialog.
Will-o’-Wisp — printable monster card
Tiny Undead, Chaotic Evil
Full stat block
- Armor Class
- 19
- Hit Points
- 27
- Initiative
- +9
- Speed
- 5 ft., Fly 50 ft. (hover)
- Senses
- Darkvision 120 ft.; Passive Perception 12
- Resistances
- Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
- Immunities
- Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Languages
- Common plus one other language
- Challenge Rating
- 2 (450 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 -5 | 28 +9 | 10 +0 | 13 +1 | 14 +2 | 11 +0 |
Traits
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.
Bonus Actions
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.